Some fascinating work on AI from the early 80s, combining rule systems with genetic algorithms:
In 1981, Eurisko, a computer program that arguably displays the rudiments of such skills, easily won the Traveller tournament, becoming the top-ranked player in the United States and an honorary Admiral in the Traveller navy. Eurisko had designed its fleet according to principles it discovered itself -with some help from its inventor, Douglas B. Lenat, an assistant professor in Stanford University’s artificial-intelligence program.
“I never did actually play Traveller by hand,” Lenat said, three years later. “I don’t think I even watched anybody play it. I simply talked to people about it and then had the program go off and design a fleet…When I went into the tournament that was the first time that I had ever played the game.”
Eurisko’s fleet was so obviously superior to those of its human opponents that most of them surrendered after the first few minutes of battle; one resigned without firing a shot.
Eurisko makes its discoveries by starting with a set of elementary concepts, given to it by a human programmer. Then, through a process not unlike genetic evolution, it modifies and combines them into more complex ideas. As structures develop, the most useful and interesting ones-judged according to standards encoded in the program-survive.
At the time of the Traveller tournament, Lenat had already used a forerunner of Eurisko to grow mathematical concepts, getting the program to rediscover arithmetic and some theorems in elementary number theory. Now the structures Lenat wanted to see evolve were Traveller fleets. He provided the program with descriptions of 146 Traveller concepts, some of them as basic as Acceleration, Agility, Weapon, Damage, and even Game Playing and Game. Others were more specific: Beam Laser, Meson Gun, Meson Screen, and Computer Radiation Damage.
https://aliciapatterson.org/stories/eurisko-computer-mind-its-own